Anyone looked at Tony Li's (Dialogue System & Love/Hate asset creator) "
Quest Machine" asset yet?
It's a procedural quest engine that looks pretty sweet so far. You can apparently use it to make endless quests and it integrates with his other assets. He's adding other 3rd party integration and I asked if he would be adding ORK support. He placed ORK on his Trello list the other day so hopefully he releases something soon.
I'm actually kinda waiting on the release before I begin adding any quests to my ORK game.
QM uses World of Warcraft style dialog boxes for presenting and accepting quests. So I'm waiting on the DS integration before I really dive into it, as I'm looking for a more naturalistic approach to quests (Gothic, BioWare games, etc).
As soon as time allows, I'll post a tutorial video that demonstrates how to set up your game for procedural quest generation.
In brief, the general idea is that your scene will have generators and entities. A quest generator, typically an NPC, has a set of values and relationships (e.g., pacifist; dislikes orcs) and places that it's aware of. A quest entity is something in the world annotated with information about how and when it can be used in quests (e.g., threatens enemies; can be killed or bribed).
When an NPC wants to generate a quest, it checks the entities that it's aware of and chooses one that it judges to be high priority. Then it plans a set of actions that should lower the overall priority of the world as it knows it. (This is the quest.) This plan can involve any number of steps and any number of entities that the NPC is aware of. For example, the pacifist, orc-hating NPC might ask the quester (player) to bribe some orcs to leave. To do this, the plan might require the quester to sneak into a troll burrow and steal the trolls' mutton stew that the the orcs can be bribed with.
In the example ORK integration scene, I'll include some procedural generation stuff as well as hand-written quests.
If you have any questions, please feel free to post here, or on the Quest Machine Unity thread or the Pixel Crushers forum, or email me directly at tony (at) pixelcrushers.com.
Thanks for your continued support of my products :)
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For anyone who is importing the Dialogue System for Unity's ORK Framework support package along with Quest Machine's ORK Framework support package, there was a small name conflict in Quest Machine 1.0.4. It's corrected in 1.0.4.1, which should be available on the Asset Store today. You can also directly download the ORK Framework support package here:
QM_ORK_Support_2018-03-23.unitypackage
(If you're using Quest Machine 1.0.4.1 or higher, you don't need to download this package.)
I am trying to save both ORK and Quest Machine info. I have the ORK Save System set up and I am using PixelCrushers Save System to manage saving between scene changes. When I save in ORK and reload the scene I have to reaccept all my Quests as they don't save along with ORK. How do I get the ORK save button to also save my QuestMachine/Dialogue System info?